where I need to replace '1' in the call to cgGLSetTextureParameter() with whatever value will give me the cube map I'm building in the previous block of code.
Then the function header for my shader looks like this

Right now, when I run what I have, the samplerCUBE is actually giving me some default information. Each face of the cube is just a different color, but it has nothing to do with the maps that I actually specified in the glTexImage2D() calls in first block of code. I suspect that the magic happens somewhere near glBindTexture();. I think I'm making it pretty obvious from this post that I'm in way over my head, but I need to do this somehow, so any help would be greatly appreciated.

2. I suggest that you use glGenTextures to get a texture ID. Then call glBindTexture and then setup your texture.
3. There is no need to call glTexEnvi. It does nothing when you are using shaders.
4. There is no need to call glEnable(GL_TEXTURE_CUBE_MAP). It does nothing when you are using shaders.